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Il primo videodocumentario di Bungie su Halo: Reach
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00:00www.mesmerism.info
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00:13www.mesmerism.info
00:13Whenever we finish a project we do a lot of soul searching.
00:16A lot of reference got kicked around.
00:17The Seven Samurai, The Magnificent Seven.
00:20We talked very early on about showing off a more human approach to Spartans.
00:25We definitely focused on trying to go back to sort of the core of what made Halo CE, The Combat
00:33Evolved, the sort of phenomenon that it is.
00:36I remember my first time playing Halo and I was in that first level and after winding through these technical
00:41quarters fighting aliens and then I step out into this world and it just opens up in front of me
00:46and it's beautiful and alien and huge.
00:50That was a sort of seminal moment for me and I think that's part of what we want to capture
00:56in Reach.
00:58Something that was core to the game at the beginning was that sense of wonder and exploration.
01:10We started with a series of events. We basically set out like okay from this date on Reach to this
01:18date we built a military campaign.
01:21We all had a desire to really flesh out the backstory of what happened prior to Master Chief and Cortana
01:28even entering the picture.
01:29We knew there were other Spartans and it just seemed like such a rich area to tell a character driven
01:34story with new characters.
01:35We wanted this team to feel like a delta force type team that are usually a smaller number.
01:43Why are we not seeing explosives residue?
01:45This particular team, Noble Team, they've survived by staying together.
01:50You're Noble Six. You're a replacement for a Spartan that's died.
01:56You're experiencing this story boots in the mud.
02:04We looked at the story of Reach and it was obviously a more intimate character driven story.
02:09We really needed the attention to real world detail trying to make these characters faces really feel like believable.
02:18We started everything over from scratch, came up with a whole new rig for how we animate faces and also
02:24how we approach like texturing them, modeling them, everything and just put a lot more time.
02:29Difference brought a couple million polygons.
02:32We absolutely want Reach to tell a human story and that's going to require us to invest significantly into higher
02:39fidelity models, much more open environments, larger numbers of AI than ever before in a Halo game.
02:46To pull off the vision for what we had for this game, we ended up gutting almost every part of
02:51the engine, retooling things to make it run faster, to make it run better, look better.
02:56We had to throw out all of our technical systems. We had to then throw out the content that went
03:02with it because that content didn't represent the new bar we were going for.
03:06Copy that on our way. Don't need Commander to tell me. Been all hers, half my life.
03:12Let's shoot it. We've got a great team of guys and they could take motion capture and they could make
03:17the poses way more dynamic, way more expressive.
03:19Those changes bring out the life, they bring out the style of our characters.
03:23We had probably four times the amount of polygons to play with this time around, which gave us a lot
03:28more freedom and creativity in what we wanted to achieve.
03:30When you look at total engineers that are actually putting code that are actually affecting this game, I mean, it's
03:35massive. 30 plus guys, it's crazy.
03:38When you shoot a rock face, you'll see sparks, rock chips, dust. In Halo 3 we had a maximum of
03:47100 colliding particles. In Halo Reach we have thousands.
03:51We've got much more customizable Spartans than we've ever had in the past.
03:56The number of polygons we can draw at one time has skyrocketed. It's changed the way we build things up
04:02close as well as out far.
04:03This is where Noble Team arrives and you're going to work your way down, all the way down these terraces.
04:12Big open environments, epic skyboxes. These are things that are quintessential to Halo.
04:19Like we're building a planet that exists 500 years from now. We want to build spaces that you want to
04:25explore.
04:26We want to put twice as many characters, vehicles and weapons into that environment. That's going to require massive improvements
04:33to the way we handle our artificial intelligence in the game.
04:37We now can put so many AI in an encounter that you can put four Spartans, the player, eight marines
04:44against 30ish Covenant and that's an actual serious challenge.
04:49Bringing the elites back was something that was really a true joy for us because they're such an awesome character
04:56to fight.
04:57What if the Spartans and the soldiers don't actually understand what the aliens are saying? What's that going to feel
05:03like? What if we can get back to having the aliens feel really alien and threatening?
05:11These people and this planet and this story deserve something new and different.
05:19Just a different underlying sense of tragedy, heroism. We're rebuilding everything from the ground up.
05:27You have to walk this very fine balance. We want to add new things but we don't want to rough
05:32up anybody's baby.
05:33I mean that's the whole thing about the crazy sausage that is Bungie's Halo Reach ODST universe is that we've
05:39sort of developed this gameplay that every person has the different things about it that they like.
05:43And I still think that we still struggle to figure out exactly what, you know, what can we add or
05:48remove without pissing off certain people in the population.
05:49We looked at the Halo 3 assault rifle and it really does feel kind of dated and it fit the
05:53tech then but now we have all of these new polygons to play with.
05:57We went to a lot of trouble to sort of ground the weapons and the vehicles more in this sort
06:03of more real, more gritty world.
06:06We refined a lot of the weapons to push them into their particular role and that role is defined a
06:11lot by range and the range of combat that you're going to play.
06:14For instance the DMR which is a sort of medium to long range suppression.
06:19Marchman rifle.
06:21It's going to be a sandbox game. It's not going to be a carefully scripted game where every movement of
06:27the AI is controlled by a mission designer.
06:30It's much broader than that. It allows the player to deal with encounters in their own specific way.
06:35There's definitely going to be offhand grenade throwing. There's definitely going to be vehicles. There's definitely going to be a
06:40large number of weapons that are incredibly powerful and incredibly accurate.
06:43It allows the player to feel like a badass.
06:46Now if you man land in the back of the head like you're, you know, you really mean it, you're
06:49holding down one of the button and you will launch into this more elaborate animation sequence.
06:54It's going to be a very different campaign experience for people overall. We're doing stuff in the campaign that people
07:00absolutely won't expect from a Halo game.
07:04Bigger battles. Brand new cast of characters. An incredibly ambitious game.
07:12Every neuron in my head is firing with just reach, reach, reach.
07:19We knew from the beginning what the end was going to be.
07:23This is the definitive Halo made by the people who created Halo.
07:27They were both in fear in Israel.
07:27drilled.
07:42Too long ago.
07:45Grazie a tutti
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